|Commander / EDH||Legal|
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|Time Spiral (TSP)||Rare|
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If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.
Tap: Add (1) to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.
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Gemstone Caverns Discussion
9 hours ago
Neheb, the Eternal is for the infinite combats Aurelia, the Warleader in conjunction with Aggravated Assault. After you deal 6 damage due to Aurelia's double combat phase, you can go into infinite combats and infinite red mana.
Read Ward of Bones, you are denying them of resources. For , that is easily accessible in colorless mana or burst rituals, a T1 or T2 Ward of Bones stops people cold.
Possible cards that can be cut:
- Chromatic Lantern
- Defense Grid
- Scroll Rack
- Staff of Domination
- Neheb, the Eternal
- Sanctum Prelate
- Angel's Grace
Cards that needs to be cut:
- Elixir of Immortality
- Icy Manipulator
- Rings of Brighthearth
- Strionic Resonator
- Vedalken Orrery
- Aegis of the Gods
- Feldon of the Third Path
- Gorilla Shaman
- Crush Contraband
- Dawn Charm
- Ashes of the Abhorrent
- Austere Command
- Cathartic Reunion
- Faithless Looting
- Tormenting Voice
For land base, you should keep it to 32 or 33. All 7 fetches, Dual Land, Shockland, Command Tower, Reflecting Pool, Mana Confluence, City of Brass, Exotic Orchard, Battlefield Forge, Cavern of Souls, Rugged Prairie, Ancient Tomb, Gemstone Caverns, Clifftop Retreat, Strip Mine, Buried Ruin, Command Beacon, Flagstones of Trokair. Emeria can be cut.
1 month ago
Grisky control runs rampant in my meta, so I like having the 2 caverns to ensure that my creatures stick. I have considered running Conduit of Ruin over goreclaw because it isn't susceptible to bolt and can be cheaper than goreclaw with the right lands. I like the idea of Simian Spirit Guide and Gemstone Caverns, but I'll have to experiment.
JKRice on Kiln fiend
1 month ago
This was the first modern deck I ever built, so I have some suggestions
as you probably already know, the way to win with this deck is to get to 20 damage or ten infect counters. This means you have some thresholds to meet. The following suggestions will help you meet those thresholds in the most efficient way possible.
Section 1) Creatures
1: although Guttersnipe and Delver of Secrets Flip are strong choices, there are better alternatives. I would suggest taking them out, especially since neither of them are auto-buffed by your spells like kiln fiend.
2: Monastery Swiftspear is one of the better cards in a kiln fiend deck, as it is auto buffed by your spells and has haste. You can sometimes get a turn 2 kill with swiftspear, something that doesn’t happen with guttersnipe or delver. I would reccomend four of them.
4: Elusive Spellfist is a great card depending on the meta. Currently, with very board heavy decks like humans at the top of the meta, this is a strong choice.
Section 2: Spells
2: Mutagenic Growth is your best buff spell, growing kiln fiend by 5 and monastery swiftspear by 3 for zero mana. This + assault strobe + Tainted Strike on kiln fiend is a win. Two of these + assault strobe or two of them + Tainted Strike on kiln fiend is a win. Three of them + assault strobe or three of them + Tainted Strike on monastery swiftspear is a win, which is possible on turn 2. This is the best card to help you reach your damage threshold.
4: Because of the damage it gives you for the efficiency in mana, I would have four Assault Strobe and only two Temur Battle Rages. This is because it will accelerate your win by one turn, allowing you to beat out decks like storm or bubble hulk.
5: Manamorphose is surprisingly good in this deck. It grows kiln fiend by three and monastery swiftspear by one, while fixing your mana and replacing itself in your hand. This essentially means you have a 56 card deck, giving you more consistency in drawing into a threat or a win condition.
6: Blossoming Defense is a great card, saving your creatures at instant speed and buffing them. However, I would add two more Apostle's Blessing instead of this if possible, because it potentially makes your creature unblockable.
Section 3) Lands
Obviously much of what I have recommended doesn’t fit with your manabase. These are some budget and nonbudget options for your lands.
1: I wouldn’t reccomend this, but if you want to be a complete troll, put in Gemstone Caverns. This allows you to kill someone on your first turn, because monastery swiftspear has haste and Mutagenic Growth is zero mana, meaning you only need one mana to play Tainted Strike or Assault Strobe after three mutagenics.
2: Gemstone Mine is a good choice, as the downside won’t matter because you will probably kill them turn 3.
5: fastlands (Botanical Sanctum, Copperline Gorge etc.) are also good in budget, as the downside won’t matter because of the speed of your deck. Also, you can run these with Immolating Souleater because they don’t ping your life total
Well i hope that helped but I’m fine if it didn’t
1 month ago
Any thought on cutting the ritual plan to become a 'purer' creature-combo deck? It should build some resilience to disruption. Burning-Tree Emissary, Geosurge, Cloudstone Curio, Priest of Urabrask and so forth? It gives a lot more solid a back up plan than 'draw rituals and not combo pieces'.
Alternately, you could look at value red 3 drops so that the rituals do things without the combo in hand- I'm a fan of Goblin Rabblemaster turn 1 off a guide and ritual.
You can run Fossil Find so that any two you have in hand with a graveyard with 1 card or less in it makes infinite storm with 3 mana, and it can also help recover pieces in a pinch. I've used it in Nettle Sentinel/Blistercoil Weird decks before, although the mana generation is a little different there. A Paradise Mantle backup isn't really on the table here- I'd look at cutting the rituals for things like Expedite or Crimson Wisps if you go that direction, but that combo finds it tricky if it draws too many lands.
2 months ago
Hello, I have rebuilt your deck and I am very excited. I love your deck.
In addition, I made a few small changes:
+Arbor Elf (can also untap Savannah or Temple Garden), -Selesnya Signet (Much artifact-hate in the deck: Null Rod, Kataki, War's Wage, Stony Silence...So i think, the creature is better, than the artifact)
What do you think?
2 months ago
Penthoplayer, again, this isn't for cEDH decks, and it was noted that Why Every Commander is Competitive is the general primer for it. That is a mana hungry deck, and 28 lands actually isn't entirely correct for Thrasios + Vial/Tymna Storm lists. 27 has been found more consistent, using the proper rocks and lands like Gemstone Caverns, Ancient Tomb, and other fast mana accelerants.
Otherwise, yes, the formula isn't perfect, I don't think there is one that isn't too complex to list here. Apologies for any inconvenience in that.
2 months ago
I suggest 4x Gemstone Caverns. It can only make your deck go faster.
In opening hand, it's a faster Mountain. In your library, it's still a land. Win-win.